I was talking about the harsh diminishing effects per level. At least I read, that this doesn't not work as intended, but I'm not sure.
If we're talking about the single player, the campaign itself, then the goal of the game is not to offer the player a strong set of mechanics to toy around with. The game has to deliver on several aspects, mostly focused on the story it presents via the medium it uses.
So, I would argue that the difficulty of each fight should be in fact tailored to the context of the fight.
So, for instance, we're fighting a pretty militarized organization. The context here would be that they should be good at team tactics, not necessarily great individual combatants.
Another case is the voidwoken. Unless we're talking about a rather smart void commander, they should be largely disorganized, but individually strong.
What gets into my mind imediatly in need for a tweak:
- Paladin Cork freezing an enemie and himself with a grenade.
- One of the mages in the huge boss fight, attacking with his fire element stuff someone who it immune to fire thanks to Phoenix dive.